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<html>
  <head>
    <meta charset='utf-8'>
    <meta name='viewport' content='width=device-width, initial-scale=1, user-scalable=no'>
    <meta name='mobile-web-app-capable' content='yes'>
    <meta name='apple-mobile-web-app-capable' content='yes'>

    <!-- Origin Trial Token, feature = WebXR Device API, origin = https://immersive-web.github.io, expires = 2018-08-28 -->
<meta http-equiv="origin-trial" data-feature="WebXR Device API" data-expires="2018-08-28" content="AnNpu7ceXvLew05ccD8Zr1OZsdZiB2hLQKK82kTTMDwF7oRKtP3QEJ4RzkeHrmB8Sq0vSV6ZNmszpBCZ0I8p9gAAAABceyJvcmlnaW4iOiJodHRwczovL2ltbWVyc2l2ZS13ZWIuZ2l0aHViLmlvOjQ0MyIsImZlYXR1cmUiOiJXZWJYUkRldmljZSIsImV4cGlyeSI6MTUzNTQxNDQwMH0=">

    <title>Cube Sea</title>

    <link href='../css/common.css' rel='stylesheet'></link>

    <!--The polyfill is not needed for browser that have native API support,
        but is linked by these samples for wider compatibility.-->
    <!--script src='https://cdn.jsdelivr.net/npm/webxr-polyfill@latest/build/webxr-polyfill.js'></script-->
    <script src='../js/xrray-polyfill.js' type='module'></script>
    <script src='../js/webxr-polyfill.js'></script>

    <script src='../js/third-party/dat.gui/dat.gui.min.js'></script>

    <script src='../js/webxr-button.js'></script>
  </head>
  <body>
    <header>
      <details id='details-panel' open>
        <summary>Cube Sea</summary>
        <p>
          All hail the cube sea! It's not very interesting to look at, but it's
          fantastic for testing!
          <a class="back" href="./index.html">Back</a>
        </p>
      </details>
    </header>
    <script type="module">
      import {Scene} from '../js/cottontail/src/scenes/scene.js';
      import {Renderer, createWebGLContext} from '../js/cottontail/src/core/renderer.js';
      import {Gltf2Node} from '../js/cottontail/src/nodes/gltf2.js';
      import {QueryArgs} from '../js/cottontail/src/util/query-args.js';
      import {FallbackHelper} from '../js/cottontail/src/util/fallback-helper.js';
      import {CubeSeaNode} from '../js/cottontail/src/nodes/cube-sea.js';

      // If requested, initialize the WebXR polyfill
      if (QueryArgs.getBool('allowPolyfill', false)) {
        var polyfill = new WebXRPolyfill();
      }

      // Helper methods for saving dat.gui-edited parameters in the URL hash.
      // Only non-default values are saved.
      var paramTypes = {};
      var paramValues = {};
      var paramDefaults = {};
      function getBoolParam(name, optDefault) {
        paramTypes[name] = 'bool';
        if (!optDefault) optDefault = false;
        paramDefaults[name] = optDefault;
        let val = QueryArgs.getBool(name, optDefault);
        paramValues[name] = val;
        return val;
      }
      function getIntParam(name, optDefault) {
        paramTypes[name] = 'int';
        paramDefaults[name] = optDefault;
        let val = QueryArgs.getInt(name, optDefault);
        paramValues[name] = val;
        return val;
      }
      function getFloatParam(name, optDefault) {
        paramTypes[name] = 'float';
        paramDefaults[name] = optDefault;
        let val = QueryArgs.getFloat(name, optDefault);
        paramValues[name] = val;
        return val;
      }
      function getStringParam(name, optDefault) {
        paramTypes[name] = 'string';
        paramDefaults[name] = optDefault;
        let val = QueryArgs.getString(name, optDefault);
        paramValues[name] = val;
        return val;
      }
      function updateHash() {
        let pairs = [];
        for (let rawKey in paramTypes) {
          let rawVal = paramValues[rawKey];
          if (rawVal == paramDefaults[rawKey])
            continue;
          let type = paramTypes[rawKey];
          let keyString = encodeURIComponent(rawKey);
          let valString;
          if (type == 'bool') {
            valString = rawVal ? '1' : '0';
          } else if (type == 'float') {
            valString = encodeURIComponent((rawVal+0).toFixed(3));
          } else {
            valString = encodeURIComponent(rawVal);
          }
          pairs.push(keyString + '=' + valString);
        }
        let newHash = '#' + pairs.join('&');
        document.location.hash = newHash;
      }
      function getParamSaver(name, optApplyFunc) {
        if (!(name in paramTypes))
          throw new Error('unknown param name: ' + name);
        return (value) => {
          paramValues[name] = value;
          updateHash();
          if (optApplyFunc) {
            optApplyFunc(value);
          }
        };
      }

      let cubeSea = new CubeSeaNode({
        imageUrl: '../test-media/cube-sea.webp',

        // Number and size of the static cubes. Use the larger
        // cube count from heavyGpu to avoid inconsistent defaults.
        cubeCount: getIntParam('cubeCount', 12),
        cubeScale: getFloatParam('cubeScale'),

        // If true, use a very heavyweight shader to stress the GPU.
        heavyGpu: getBoolParam('heavyGpu'),

        // Draw only half the world cubes. Helps test variable render cost
        // when combined with heavyGpu.
        halfOnly: getBoolParam('halfOnly'),

        // Automatically spin the world cubes. Intended for automated testing,
        // not recommended for viewing in a headset.
        autoRotate: getBoolParam('autorotate'),
      });

      let appSettings = {
        // Framebuffer scale override. 1 = default
        framebufferScale: getFloatParam('framebufferScale', 1),

        // Immersive AR mode
        arMode: getBoolParam('arMode', false),

        // Use an inline canvas for "magic window" mode?
        magicWindow: getBoolParam('magicWindow', true),

        // Don't produce frames at all. Simulates a broken app.
        noFrames: getBoolParam('noFrames', false),

        // Only submit every Nth presentation frame. The first frame is
        // rendered, so a large value can be used to simulate a splash screen.
        submitInterval: getIntParam('submitInterval', 1),

        // Busy wait for the specified time to simulate CPU intensive JS.
        simulatedWorkTimeMs: getFloatParam('workTime', 0),

        antialias: getBoolParam('antialias', true),
      };

      function updateCubeSea() {
        cubeSea.rebuildCubes()
      }

      // Add GUI fields to edit URL parameters. The dat.gui name (2nd arg)
      // is the name of the dict parameter. The getParamSaver name is the
      // name of the hash parameter which may be different.
      let gui = new dat.GUI({ autoPlace: false });
      var folderScene = gui.addFolder('Scene options');
      folderScene.add(cubeSea, 'cubeCount', 4, 14, 1).onFinishChange(
          getParamSaver('cubeCount', updateCubeSea));
      folderScene.add(cubeSea, 'cubeScale', 0.2, 2.0, 0.05).onFinishChange(
          getParamSaver('cubeScale', updateCubeSea));
      folderScene.add(cubeSea, 'halfOnly').onFinishChange(
          getParamSaver('halfOnly', updateCubeSea));
      // heavyGpu currently only gets read on startup.
      folderScene.add(cubeSea, 'heavyGpu').onFinishChange(
          getParamSaver('heavyGpu', () => { window.location.reload(false); }));
      folderScene.add(appSettings, 'simulatedWorkTimeMs', 0, 20, 1).onFinishChange(
          getParamSaver('workTime'));
      folderScene.open();

      var folderRender = gui.addFolder('Rendering options');
      folderRender.add(appSettings, 'framebufferScale', 0, 2, 0.25).onFinishChange(
          getParamSaver('framebufferScale'));
      folderRender.add(appSettings, 'antialias').onFinishChange(
          getParamSaver('antialias'));
      folderRender.add(appSettings, 'arMode').onFinishChange(
          getParamSaver('arMode', () => { window.location.reload(false); }));
      folderRender.add(appSettings, 'magicWindow').onFinishChange(
          getParamSaver('magicWindow', () => { window.location.reload(false); }));
      folderRender.open();

      var folderTest = gui.addFolder('Regression testing');
      folderTest.add(appSettings, 'noFrames').onFinishChange(
          getParamSaver('noFrames'));
      folderTest.add(appSettings, 'submitInterval').onFinishChange(
          getParamSaver('submitInterval'));
      folderTest.add(cubeSea, 'autoRotate').onFinishChange(
          getParamSaver('autorotate', updateCubeSea));
      // Don't auto-open this folder, it's not very interesting for interactive use.

      gui.close();

      let detailsPanel = document.getElementById('details-panel');
      detailsPanel.appendChild(gui.domElement);
      detailsPanel.appendChild(document.createElement('br'));

      // TODO: Test variables that still need to be implemented, assuming
      // they are applicable to WebXR.
      /*
      // Use 1024x1024 per eye instead of the recommended base render
      // resolution.
      var standardSize = getBoolParam('standardSize', false);

      // Support for automated latency testing.
      var latencyPatch = getBoolParam('latencyPatch', false);
      var pureFlickerApp = getBoolParam('pureFlickerApp', false);
      */

      // XR globals.
      let xrButton = null;
      let xrImmersiveRefSpace = null;
      let xrNonImmersiveRefSpace = null;

      // WebGL scene globals.
      let gl = null;
      let renderer = null;
      let scene = new Scene();
      scene.addNode(cubeSea);

      function initXR() {
        let buttonOptions = {
          onRequestSession: onRequestSession,
          onEndSession: onEndSession
        };
        if (appSettings.arMode) {
          buttonOptions.textEnterXRTitle = "START AR";
          buttonOptions.textXRNotFoundTitle = "AR NOT FOUND";
          buttonOptions.textExitXRTitle = "EXIT  AR";
          buttonOptions.supportedSessionTypes = ['immersive-ar'];
        } else {
          buttonOptions.supportedSessionTypes = ['immersive-vr'];
        }
        xrButton = new XRDeviceButton(buttonOptions);
        document.querySelector('header').appendChild(xrButton.domElement);

        if (navigator.xr) {
          // Set up "magic window" mode.
          if (appSettings.magicWindow) {
            requestInlineSession()
            .then((session) => {
              gl.canvas.addEventListener('touchend', () => {
                session.end().then(() => {
                  requestInlineSession({ optionalFeatures: ['local'] });
                }, { once: true });
              })
            });
          }
        } else {
          initFallback();
        }
      }

      function initFallback() {
        initGL();
        let fallbackHelper = new FallbackHelper(scene, gl);
      }

      function initGL() {
        if (gl)
          return;

        gl = createWebGLContext({
          xrCompatible: true
        });
        document.body.appendChild(gl.canvas);

        function onResize () {
          gl.canvas.width = (gl.canvas.offsetWidth * window.devicePixelRatio);
          gl.canvas.height = (gl.canvas.offsetHeight * window.devicePixelRatio);
        }
        window.addEventListener('resize', onResize);
        onResize();

        // Set up a non-black clear color so that we can see if something renders wrong.
        gl.clearColor(0.1, 0.2, 0.3, 1.0);

        renderer = new Renderer(gl);
        scene.setRenderer(renderer);
        scene.inputRenderer.setControllerMesh(new Gltf2Node({url: '../media/gltf/controller/controller.gltf'}));
      }

      function requestInlineSession(options) {
        return navigator.xr.requestSession('inline', options)
          .then((session) => {
            session.mode = 'inline';
            return onSessionStarted(session);
          });
      }

      function onRequestSession() {
        let xrMode = appSettings.arMode ? 'immersive-ar' : 'immersive-vr';
        navigator.xr.requestSession(xrMode).then((session) => {
          session.mode = xrMode;
          xrButton.setSession(session);
          onSessionStarted(session);
        });
      }

      function onSessionStarted(session) {
        session.addEventListener('end', onSessionEnded);

        initGL();

        let webglLayer = new XRWebGLLayer(session, gl, {
          framebufferScaleFactor: appSettings.framebufferScale,
          antialias: appSettings.antialias});
        session.updateRenderState({ baseLayer: webglLayer });

        session.requestReferenceSpace('local').then((refSpace) => {
          return refSpace;
        }, (e) => {
          if (!session.mode.startsWith('immersive')) {
            // If we're in inline mode, our underlying platform may not support
            // the stationary reference space, but an identity space is guaranteed.
            return session.requestReferenceSpace('viewer');
          } else {
            throw e;
          }
        }).then((refSpace) => {
          if (session.mode.startsWith('immersive')) {
            xrImmersiveRefSpace = refSpace;
          } else {
            xrNonImmersiveRefSpace = refSpace;
          }
          session.requestAnimationFrame(onXRFrame);
        });

        return session;
      }

      function onEndSession(session) {
        session.end();
      }

      function onSessionEnded(event) {
        xrButton.setSession(null);
      }

      let frameNum = 0;
      let tmp = 0;

      function onXRFrame(t, frame) {
        let session = frame.session;
        let refSpace = session.mode.startsWith('immersive') ?
                         xrImmersiveRefSpace :
                         xrNonImmersiveRefSpace;
        let pose = frame.getViewerPose(refSpace);

        frameNum++;

        scene.startFrame();

        if (appSettings.simulatedWorkTimeMs > 0) {
          // Simulate a heavy Javascript workload
          let start = Date.now();
          while (Date.now() - start < appSettings.simulatedWorkTimeMs) {
            // Spin our wheels doing useless BS :)
            tmp = Math.sin(Math.cos(Math.tan(tmp)));
          }
        }

        session.requestAnimationFrame(onXRFrame);

        // Simulate a poorly designed app that doesn't provide frames.
        if (appSettings.noFrames) {
          scene.endFrame();
          return;
        }

        // Simulate an app that's only submitting on a subset of animation
        // frames. This seems to be legal according to the WebVR spec?
        // frameNum=0 is submitted, so setting submitInterval to a large
        // number can simulate a splash screen.
        if (appSettings.submitInterval && frameNum % appSettings.submitInterval > 0) {
          return;
        }

        scene.clear = !appSettings.arMode;

        scene.updateInputSources(frame, refSpace);

        scene.drawXRFrame(frame, pose);

        scene.endFrame();
      }

      // Start the XR application.
      initXR();
    </script>
  </body>
</html>
